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Awesome! I've always found that gnomes get a lot of special stuff that players never notice. Screwie mentioned the cultural bonus in a PM, and I clarified that because the text states that it is equal to a basic ability, you would need to replace a racial trait with the cultural trait. It's both a mechanical balance and a thematic note that your character is more heavily influenced by the milieu rather than personal heritage.

Yeah... however given what I would have to give up for the benefit (especially since I already sacrificed one racial ability for my noble title), my character will remain a decadent imperial in spirit but not function.

EDIT: Updated my character description and sheet. Now I just got to stop fidgeting with it.

Yep, PW, barbarians don't know much, but they know how to wield a variety of weapons effectively.

Firearms are uncommon right now: most of them are still in the hands of governmental armies, but some industrialists have secured the right to produce guns for the public market. They are limited to a set quota each year, although there is a black market for electrotech and gunpowder weapons that can get around such things.

Yep, I will be available to play this Sunday at 1:00 (8:00 pm UK), thank you Daylight Savings Time. We congregate on the community Mumble server, and we use roll20 (http://roll20.net/) to handle the maps and dice. I'll send out the campaign link via chat.

Re: firearms, both are available, although flintlocks are easier to find.

Re: technical languages, you'd be interested in Dwarven, Gnomish, Slith, and Mechan, as they're the ones most used in scientific tracts (conveniently, three of them use the Dwarvish alphabet). Speaking of which, Harlander, for some reason the warmech page says that Cable can only speak Common even though the Language section in Ch. 12 specifically states that Mechan is commonly spoken by warmechs. This seems backward to me, so please give yourself the language gratis, if you haven't done so already.